Tuesday, November 5, 2013

Voice thread


Voice Thread-



This is a very unique way to create an interactive story.


For my students technology is all there is. 

I decided to play around with it before making the required "story"
My trial of voice thread.


Now here is the required "how to"

How to make cookies. 

Tuesday, October 29, 2013

Diigo

Diigo is a new website for me. I have not ever used it before and I was actually a little timid to start!
Taking a look at it though it is very easy.
It is a wonderful way to share notes and to talk about different topics. I noticed that I found the same link as someone else and it automatically highlighted all the same spots!
Then I was able to add comments as I saw fit.

Useing Diigo in the classroom.

https://sites.google.com/site/team8project9440/using-diigo-in-the-classroom-2

Diigo Vimeo video

http://vimeo.com/12687333


Top 100 tools for learning

http://c4lpt.co.uk/top100tools/diigo/


Tuesday, October 8, 2013

Twitter


After reading several articles devoted to the idea of online communication used in the classroom the prospect of my class engaging in discussions with authors, editors,  and other classes around the world is very exciting!
This is like a pen pal program on steroids.

I was already aware of how blogs can be helpful for teachers to share ideas and thoughts on certain subjects or activities, but this allows for collaboration and further exploration for the students and not just for myself. 

I think this can be hard to do in most cases, but it seems like after you initially get started it has potential to create learning moments very easily. 

I also found the 60 Inspiring Examples of Twitter in the Classroom very helpful. Sometimes you just need a list of ideas to know where to start with certain ideas.
Being in an online classroom we frequently use technology for quiz and things like that. But for keeping parents in the loop, classroom updates, instant feedback ect all can work for me. :)

Definition-
A PLN-(Personal Learning Networks) n. – the entire collection of people with whom you engage and exchange information, usually online.

To me this is networking. Communication through technological means.



References-

oneteacher.wordpress

Getting started with Twitter in the classroom

50 ways to use Twitter in the classroom




Sunday, September 29, 2013

nnovating_Pedagogy_report_2013

  1. Just what exactly are these things like MOOCs, Badges, Crowd Learning that the authors are talking about?
  2. What is this report telling us about teaching and learning?
  3. How does it affect you as a teacher?
  4. How does it affect you as a learner?

1.
MOOC- massive open online courses

Badged-badges provide a way to recognize achievement (trophy)

Crowd learning- Crowd learning involves harnessing the knowledge and expertise of many people in order to answer questions or address immediate problems.

2. 
It is telling us that learning is developing based on our new technologies and what actually works for a variety of students. So teaching should also evolve to meet these students needs. 

3.
If teaching needs to evolve then my teaching needs to go along with it. We can not teach the way we were taught. Students need to have richer and more engaging experiences to really grow their love for learning and their knowledge base. 

4.
I have already been affected by these changes as a learner. How often do I rely on the internet to answer my questions? How often do I use technology? These methods are already apart of my life, why not my teaching?

Sunday, September 22, 2013

Gaming In Education

Gaming in Education (gamification: Gamification is the use of game mechanics and game design techniques in non-game contexts.)is a topic that jumps out to me. Being in an online classroom it is important to find multiple ways to encourage my students to continue working when I am not there to guide them. I have found that students who can engage in an educational games are more excited to practice. I can't help but think that anything that encourages a student to practice something has got to be great!

There are certain aspects about an educational game that need to be present in order for it to be affective. "Achievement principle -Students advance based on their mastery of new skills." The actual gaming portion offers rewards like badges, scores and timed challenges. These help to make drill-and-practice work more appealing. "Discovery principle There are opportunity for the learner to experiment and make discoveries.""Affinity group principle: a group that is bonded primarily through shared endeavors." (Innovating Pedagogy 2013)


According to Stanford.edu students learn through play when they are younger. After they enter school this should be no different. Games "it turns out... are hard...games are an obvious terrain in which to set minds free and let them wander around, interacting with whatever or whomever they encounter. (Stanford.edu)

There is even a push for students to create their own video games. "This challenge, started in 2010, was created in response to the White House’s push towards STEM (Science, Technology, Engineering and Math) Here are the winners" (Read write)

More and more attention is being brought to the idea of gamification that it is being advertised as a revolutionary topic.  To the point where Gamification.com advertises "Addictive User Experiences" for more than just the educational aspect. (Gamification)

 Forbes talks about the idea of Gamification and things to consider while using this technique in any environment. "Do Not Confuse Activity with Success " (Forbes) This is an important concept to keep in mind. Students might be engaging in the activity but not benefiting from it for a variety of reasons. Monitoring your students for success is still necessary.

In conclusion, games get students excited. Anything that can help to do that is a wonderful tool to help supplement your teaching.



Games and gaming sites that can be used-


  • Game- Minecraft.
  • Dr Kawashima’s Brain Training and Junior Brain 
  • Trainer for the Nintendo DS.
  • IXL
  • Mathscore.com
  • I-ready
  • Study Island
  • Funbrain.com 







Resources:


http://news.stanford.edu/news/2013/march/games-education-tool-030113.html

http://readwrite.com/2013/08/29/why-video-games-are-the-changing-face-of-education#awesm=~oidMfsCY146LZK

http://www.gamification.co/

http://www.forbes.com/sites/gartnergroup/2013/01/21/the-gamification-of-business/

Tuesday, September 3, 2013

About me



My name is Mrs. Graham.


I am a 3rd grade teacher at an online school! I have been in a 3rd grade classroom for the past 3 years, one year at a Brick and mortar school and two years online.  And I have been loving every second of the past three years! 

In my classroom we use technology every day. When my students "walk" into my classroom they are walking into a chat room with text chat, webcams, and a whiteboard. To communicate with me they must use microphones, emails, google doc's, and our class weebly page. We are definitely not afraid of technology.


I love seeing students who are new to online schools blossom in their literacy. I always tell my students that they know more about typing than anyone else their age. 
In my class my students have whole group reading where we read and do projects surrounding different novels. We have small group surrounding specific needs in language literacy. Finally we have writing to improve the content of each students writing. 3rd graders also receive extra reading practice to meet their needs and the requirements of the 3rd grade reading guarantee. 


As far as expectations for this course, I will learn all that I can for my kids. :)

This is a link to my class webpage- 
http://mrsgraham3rdgrade.weebly.com/index.html